Abstract gamels, AKA “rules”

Author’s note: I’m attempting to develop a method for game analysis around irreducible game elements (gamels). This and all the other articles are a sort of log of my thought process, and are not definitive truths. Please feel free to react or comment in any way.

I’ve been thinking a lot about the nature of game rules recently, partly due to Johan Huizinga’s influence and partly due to a “very small” project I’ve been investing my free time in recently.

Rules are what I manipulate when designing. Whether I’m tuning controls, scoring systems, writing a story or just thinking about a new super-cool gameplay, every design decision I make explicitly or implicitly affects one of the many rules that compose a video game. Continue reading